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Indie game dev Patrick Casey Name: Voyage to Farland Android Patrick Casey is a former electrical engineer who quit the corporate world a decade ago and set off to teach English in Japan where he accidentally became a Mystery Dungeon fanatic.
Mystery Dungeon is a series of roguelike video games, most of which were developed by a Japanese company called Chunsoft. Just as Dragon Quest took elements from the western computer RPGs Wizardry and Ultima and reconstructed them into a more approachable and easier to understand console game, with Mystery Dungeon Nakamura attempted to unpack the density of Rogue and transpose it into a more palatable form for the masses.
I caught up with Patrick recently and talked about Voyage, his other games and interests, and some of the challenges he faces as an indie developer.
Besides that and prototyping new ideas, I go camping occasionally, and fly-fishing — nature is really restorative and often an inspiration for game ideas. The graphics and music in Shiren took the game from being very good to classic in my mind.
For people who love pixel art, the game is brilliant. And with my name, a nice pint of Guinness always hits the spot.
I suppose my first Android game, RGBbot, is one of those ideas that passed the test. That game was pretty rough and lacking in polish, but had its fun aspects and a fun little back story. How did you first get into roguelikes, and what was your first exposure to the Mystery Dungeon series?
I was teaching English in Japan at the time, and bought a DS to make the hour long train commutes to work every day more bearable.
Within a day I was hooked. I recall reading some Usenet postings 17 years ago! It would be another decade before I actually got to play the game for myself, thanks to a fan-made English translation patch for the Super Famicom ROM. Did you imagine at the time that your fluency in both languages was affording you such an incredible opportunity that would be unattainable to the majority of Western gamers for so many years?
I even printed out a little booklet version that I carried with me on the train and it was a huge help since reading Japanese is notoriously difficult due to all the Kanji.
Voyage uses a lot of sprite-based animation, sound effects and music. And admittedly, Voyage borrows heavily from Shiren concepts, making it sometimes drastically different from western roguelike games in its approach, even though Shiren itself is a distillation of Rogue and Nethack onto the console platform with a Japanese sensibility.
One reviewer on Amazon wrote paraphrasing that Voyage has a simple enough control system to be approachable while at the same time being complex enough to be interesting. An example is the Levelup Bead: Voyage has another layer of complexity in the vial item.
You can capture any monster in a vial, drink the vial to become the monster and use its special abilities, like moving through walls as a Ghost, moving double speed as a Witch, or standing back and throwing electrical pulses as a SparkDroid.Help with my essay autobiography unhealthy eating essay much cite research paper in apa briefing write plan research paper purdue owl an essay about tomorrow fashion trends?
review of the film essay books essay on my english language medicine original essay paper hindi. On the topic of Shiren sales, I did a bit of research a while back for a tweet and found these numbers: K sales of Shiren DS in Japan (pop.
~million), K sales in the Americas (pop. ~million). So sales were roughly 8x higher per capita in Japan than in all of the Americas.
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